队伍角色添加、快速更换新位置完善

This commit is contained in:
2025-06-14 02:59:23 +08:00
parent 9d483f4aa5
commit cabf567390
6 changed files with 261 additions and 27 deletions
+84 -11
View File
@@ -3,6 +3,7 @@ using System.Collections;
using System.Collections.Generic;
using Unity.Collections;
using UnityEngine;
using UnityEngine.Serialization;
public class TeamManager : MonoBehaviour
{
@@ -24,7 +25,11 @@ public class TeamManager : MonoBehaviour
/// <summary>
/// 记录被选中的编队中角色的索引,用于处理队列位置交换的逻辑。-1表示无角色被选中
/// </summary>
public int currentSelectedCharacter = -1;
public int currentSelectedTeamCharacter = -1;
/// <summary>
/// 标记要被放入编队的角色
/// </summary>
public CharacterView currentSelectedCharacterCard = null;
/// <summary>
/// 在修改被选中的编队中角色的索引时触发
/// </summary>
@@ -50,8 +55,6 @@ public class TeamManager : MonoBehaviour
{
SelectableCharacterList.Add(new CharacterView(1001001,"C"));
SelectableCharacterList.Add(new CharacterView(1001002,"S"));
SelectableCharacterList.Add(new CharacterView(1001001,"C"));
SelectableCharacterList.Add(new CharacterView(1001002,"C"));
//手动向currentTeamSettings和SelectableCharacterList添加测试数据
currentTeamSettings.Add(0,new TeamSetting(new List<CharacterView>(),1001001));
@@ -59,7 +62,7 @@ public class TeamManager : MonoBehaviour
currentTeamSettings[0].teamIdList.Add(new CharacterView(1001002,"S"));
currentTeamSettings[0].teamIdList.Add(new CharacterView(1001001,"C"));
currentTeamSettings[0].teamIdList.Add( new CharacterView(1001002,"C"));
currentTeamSettings[0].teamIdList.Add(new CharacterView(-1,null));
currentTeamSettings[0].teamIdList.Add(new CharacterView(0,null));
currentTeamSettings.Add(1,new TeamSetting(new List<CharacterView>(),1001002));
currentTeamSettings[1].teamIdList.Add(new CharacterView(1001001,"C"));
@@ -67,9 +70,20 @@ public class TeamManager : MonoBehaviour
currentTeamSettings[1].teamIdList.Add(new CharacterView(1001001,"C"));
currentTeamSettings[1].teamIdList.Add( new CharacterView(1001002,"A"));
currentTeamSettings[1].teamIdList.Add(new CharacterView(1001002,"A"));
//在当前版本中,就算是空队伍也要用如下填满,请等待数据结构的重构
currentTeamSettings.Add(2,new TeamSetting(new List<CharacterView>(),-1));
currentTeamSettings[2].teamIdList.Add(new CharacterView(0,null));
currentTeamSettings[2].teamIdList.Add(new CharacterView(0,null));
currentTeamSettings[2].teamIdList.Add(new CharacterView(0,null));
currentTeamSettings[2].teamIdList.Add( new CharacterView(0,null));
currentTeamSettings[2].teamIdList.Add(new CharacterView(0,null));
currentTeamSettings.Add(3,new TeamSetting(new List<CharacterView>(),-1));
currentTeamSettings[3].teamIdList.Add(new CharacterView(0,null));
currentTeamSettings[3].teamIdList.Add(new CharacterView(0,null));
currentTeamSettings[3].teamIdList.Add(new CharacterView(0,null));
currentTeamSettings[3].teamIdList.Add( new CharacterView(0,null));
currentTeamSettings[3].teamIdList.Add(new CharacterView(0,null));
Debug.Log("testTeamSetting ready");
@@ -94,6 +108,10 @@ public class TeamManager : MonoBehaviour
// }
testTeamSetting();//接入玩家存档后请注释掉此行
}
void saveTeamSetting()
{
//todo:我想,在接存档系统的时候这个会有用。
}
/// <summary>
/// 读取玩家存档信息后可直接在此写入编队信息
/// </summary>
@@ -117,10 +135,10 @@ public class TeamManager : MonoBehaviour
}
public void setCurrentSelectedCharacterInTeam(int characterIndex)
{
if (characterIndex != currentSelectedCharacter)
if (characterIndex != currentSelectedTeamCharacter)
{
Debug.Log($"修改选中对象从{currentSelectedCharacter}到{characterIndex}");
currentSelectedCharacter = characterIndex;
Debug.Log($"修改选中对象从{currentSelectedTeamCharacter}到{characterIndex}");
currentSelectedTeamCharacter = characterIndex;
OnSelectedCharacterChanged?.Invoke(); // 触发事件
}
}
@@ -148,13 +166,68 @@ public class TeamManager : MonoBehaviour
currentTeamSettings[currentSelectedTeam].teamIdList = newCurrentTeam;
teamSettingPanelInstance.updateTeamSettingElements();
setCurrentSelectedCharacterInTeam(secondIndex);
Debug.Log($"swapTeamElements done,当前选中的为{getCurrentSelectedTeam().teamIdList[currentSelectedCharacter].characterId},开始位置是{firstIndex},目标位置是{secondIndex},现在{currentSelectedCharacter}");
}
public void setTeamLeader(int characterIndex)
public void setTeamLeader(int characterID)
{
getCurrentSelectedTeam().LeaderId = SelectableCharacterList[characterIndex].characterId;
Debug.Log($"{characterID},{SelectableCharacterList.Count}");
currentTeamSettings[currentSelectedTeam].LeaderId=characterID;
teamSettingPanelInstance.updateTeamSettingElements();
}
/// <summary>
/// 填入或者覆盖队伍指定位置的信息
/// </summary>
/// <param name="aimListIndex"></param>
public void ResetTeamCharacter (int aimListIndex)
{
//如果在队伍中已有角色的情况下再次触发此方法,首先要去掉旧信息,再放新信息
CharacterView newCharacter = currentSelectedCharacterCard;
List<CharacterView> newCurrentTeam = getCurrentSelectedTeam().teamIdList;
if (aimListIndex > 0 || aimListIndex < newCurrentTeam.Count)
{
for(int i=0;i<newCurrentTeam.Count;i++)
{
if (newCurrentTeam[i].characterId == newCharacter.characterId && aimListIndex != i)//满足此条件为更换角色的队伍位置
{
//说明是在更换角色所在的位置下标,旧角色,位置置空
newCurrentTeam[aimListIndex] = newCharacter;
CharacterView characterView = new CharacterView(0, null);
newCurrentTeam[i] = characterView;
currentTeamSettings[currentSelectedTeam].teamIdList = newCurrentTeam;
teamSettingPanelInstance.updateTeamSettingElements();
return;
}
else if (newCurrentTeam[i].characterId == newCharacter.characterId && aimListIndex == i)
{
//原地点击操作,不做任何操作
return;
}
}
}
newCurrentTeam[aimListIndex] = newCharacter;
currentTeamSettings[currentSelectedTeam].teamIdList = newCurrentTeam;
teamSettingPanelInstance.updateTeamSettingElements();
}
/// <summary>
/// 移除队伍中的指定角色
/// </summary>
/// <param name="characterID"></param>
public void removeTeamCharacter(int characterId)
{
currentSelectedCharacterCard = null;
List<CharacterView> newCurrentTeam = getCurrentSelectedTeam().teamIdList;
foreach (CharacterView character in newCurrentTeam)
{
if (character.characterId == characterId)
{
character.characterId = 0;
character.currentBoundaryLevel = null;
}
}
currentTeamSettings[currentSelectedTeam].teamIdList = newCurrentTeam;
teamSettingPanelInstance.updateTeamSettingElements();
}
}